Hotfix 2, return of the hotfix - November 6th 2023
Changelog
Fix floris V voice pitch
Fix poelarm damage bonus to player always being multiplied even when not mounted
Fix crash when hit by arrow
Fix ranged units using wrong fire mode during siege
Fix attacking siege archers not firing
Hotfix - November 6th 2023
Changelog
Fix a couple of crashes during battles
Patch notes November 6th 2023
Hello everyone!
This small(actually huge) patch contains a complete revamp of the battle engine I have been working on for some time. The behaviour should be pretty much the same, but with 10x the performance because the CPU usage has been optimized. It also allows for the implementation of increased AI commander awareness of the battlefield, which is essential for improving the AI.
It also contains some other small fixes and tweaks.
If you encounter bugs or crashes please report them in the discussions! This will help development a lot and help me improve the game.
Thank you!
Changelog
Implement better performing unit management system
Improve aggressiveness of all units
Improve performance on modular officers by merging their meshes
Optimize and refactor unit and cavalry movement
Improve cavalry steering behavior
Reduce desaturation on officer portraits
Remove friendly outline from fleeing units
Apply polearm cavalry damage to player
Add wedge formation for cavalry
Add circle formation for infantry
Imrpove archer skirmish timing and distance
Add officer level up and death widgets to container so they don't overlap
Add unit type callouts when selecting a unit
Add alternate player camera option for on foot
Increase chance of militia during quick battles
Adjust formation behavior before charging
Change quick battle date range to 1265-1295
Increase responsiveness of menu
Remove hardcore mode for campaign
Fix loading screen tips
Fix AI cavalry cycle charge tactics
Fix enemy cavalry cheapshotting your archers too much
Fix faction leader dead having too high morale impact during battle
Hotfix - November 1st 2023
Changelog
Add missing weapon selection widget to faction editor
Clean up saving and loading part of customization interface
Redirect user to workshop agreement when it's not accepted yet on upload
Add emblem to ailettes
Fix aillete brightness
Fix crash in setting menu
Fix missing audio clips in voice 2 charge commands
Fix performance issues related to combined officer equipment
Fix missing lods on new units causing heavy fps drops
Fix heraldry colors not selected correctly when opening heraldry editor
Patch Notes - November 1st - New knight's armor and faction customization
Hello Everyone!
I am thrilled to roll out a significant update that brings a host of new features and improvements to "Voor de kroon". Dive in to discover the latest enhancements!
🛡 Faction Customization Overhaul:
Create and Customize: Design new factions from the ground up. From the appearance of your lord to the buildings your faction can erect – the choice is now yours!
Heraldry Import: Take your faction personalization a step further by importing custom image assets for heraldry. For a step-by-step guide on how to seamlessly integrate your emblem textures, check out the Custom Heraldry Import Guide.
Expanded Capabilities: Choose specific units for recruitment, replace any existing faction with a custom one, and enjoy an advanced character system for lords and officers with random equipment and appearance features.
🗣 Dynamic Voice System Enhancement:
Voice Sets Diversity: Introducing three distinct voice sets, elevating the in-game atmosphere. Players will find two Dutch and one English voice set for a richer auditory experience.
Linguistic Fidelity: Officers now randomly draw from their faction's allowed voice sets. This allows factions to actually have different spoken languages on the battlefield!
🛡 New Armor & Models:
Historical Accuracy: All feudal armor is revamped to be era-appropriate, introducing a variety of new helmets, chainmail armor, and even painted helmets for units.
🌦 Additional Features & Enhancements:
Weather Dynamics: Experience battles under a semi-clouded sky.
Ultra-Quality Lighting: For those seeking to burns their computer to the ground, there is now an ultra-quality lighting option.
Loading Screen Wisdom: Tips have been updated to match the current gameplay mechanics.
🔧 Technical Improvements & Bug Fixes:
Faction Framework: A complete rewrite now supports full customization.
Fixed Gameplay Issues: Several bugs and small improvements have been made.
Your feedback plays a crucial role in the development of Voor de Kroon. Share your thoughts, feedback, or questions in the discussion section.
Thank you!
Full Changelog
Add steamworkshop support for custom factions
Add ability to import custom image assets for heraldry
Allow player to select what buildings a faction can build
Implement 3 new voices (Two Dutch, one English)
Add voice pitch system
Add dynamic voice system for officers and lords
Allow player to specifically select what units a faction can recruit
Allow player to replace any faction with a custom faction
Add dynamic character system for lords and officers with random equipment and appearance
Add advanced character customization
Add updated feudal models
Add semi clouded weather type
Add ultra quality lighting option, disabled by default
Update loading screen tips to current gameplay
Rewrite Faction framework to support complete customization
Fix rename boxes allowing special characters
Fix proxy player getting frozen after hit by trebuchet projectile
Fix AI building repair logic after siege
Fix archer volley timing
Fix AI upgrading buildings during a siege
Hotfix October 19th 2023
Changelog
Fix settlement list in unit details missing scrollbar
Fix crash related to non existing player lookup in campaign
Patch notes October 17th 2023
Changelog
Lower foodcost of conscripts to 0
Lower foodcost of Amstel retinue unit to 1
Lower monthly upkeep of Amstel retinue unit to 50 Silver
Add slightly more health to ladder units
Increase chance of polearm units rearing a horse
Recruiting units costs population
Rdeduce round castle construction time to 6 turns
Reduce square castle construction time to 8 turns
Add under construction meshes to castles
Change resource cart to wheat cart pulled by ox
Increase range of ranged units targeting custom targets by 25%
Remove mounted health bonus from light cavalry
Redesign campaign stats interface
Redesign recruitment window
Increase border scroll threshold for screen edges during campaign
Add helpful tooltips to campaign UI elements
Add building tree browser to game
Nerf manor farm silver income
Improve user feedback on settlement send list
Rebalance Frisian starting economy
Change frisian heavy unit to sergeants with mail horses
Add Frisian hunters unit
Revamp Frisian banner carriers
Revamp look of Frisian units
Enable settlement specific heraldry for Frisian units
Add more gameplay prompts to give feedback on why things can not be done
Change battle dialog text of close button to close when opening siege defense
Disallow archer AI skirmish phase for small armies to speed up early campaign combat
SLightly increase stormram speed
Add experiemental dynamic environment destruction
Remove two front ladders from square castle when wall is breached
Add reaction to nearby trebuchet impact to units
Prevent important units like officers from manning siege equipment
Add small fade to officer dead icon on after battle screen
Don't show officer dead icon when unit is killed during battle
Add user feedback when unpossessing a unit
Remove sally out button during campaign siege battles
Change around some Frisian town heraldry
Rename church of St. Mary to Chapel of St. Mary
Reduce desaturation of building images on cimematic color mode
Hide lead charge option when the player army would instantly route on battle start
Change algorithm to determine wehn AI player would surrender
Unit level now slightly influences max morale
Set archers use forced fire by default during siege battles
Remove game ending on negative food resource
Fix horse footprints during winter not showing
Fix player blood when hit by arrow
Fix stormram operating units having wrong rotation
Fix attack direction for two handed commander weapons
Fix knights not being knocked from horse during jousting
Fix Player dying to explosions or fire when posessing a ranged unit
Fix bug causing crash when looking up non existing faction name
Fix AI quick battle siege engine build behavior
Fix communal terp building not giving storage space
Fix helmet plume not getting colored
Fix AI not building siege engines during campaign sieges
Fix reinforcements from campaign carrying over to quick battles
Fix officer renaming
Fix siege engine units still manning siege engine when sallying out
Fix siege engines getting garbage collected
Fix horses stacking on top of eachother in some cases
Hotfix - October 12th 2023
Changelog
Add menu option to toggle off specific unit settlement heraldry
Show playable factions in campaign list
Enable fire arrows and trebuchets by default with recommended realism settings
Increase size of arrow impacts on all color modes
Fix UI shields not displaying right heraldry on after battle screen
Fix officer cards not fading correctly on after battle screen
Patch Notes - October 11th 2023 - Campaign overhaul
Hello everyone!
I am thrilled to announce the latest update to Voor de kroon.
1. Revamped Building Upgrade System Delving deeper into the heart of medieval settlements, I've redefined the building upgrade mechanism.
- Slot-Specific Upgrades: No longer can you build everything all over the place. You now need to adapt ot specific settlement biomes like forests, dunes and coastal areas. - Rebalanced economy: All buildings now have multiple effects and will need to be balanced out to create a good income stream to finance your wars.
2. Heraldry for All Settlements, and other campaign changes Every settlement in the low countries now boasts its unique heraldry.
- Settlement heraldry: All settlements now have their own unique heraldry that is also displayed in battle by it's troops. When you move units they will retain their origin and still display from where they were called to arms simulating a lance system within the games context. - Better UI feedback: You can now exactly see what influences public order and settlement income when you hover over the respective stats. The settlement UI is also completely revamped providing a better user experience and a lower barrier of entry for new players. - Officer importance: Officers are now more important than ever, they have gained a loyalty stat that influences the unit morale and they hold the progress to the next unit rank. If they die in battle this progress is lost. - Updated campaign map: The campaign map has been updated to be a better reflection of the low countries during the 13th century and 5 settlements have been added to the map.
4. Battle AI improvements Battles are the heart and soul of the game and will always receive some love.
- anti cavalry: Opponents will now dynamically use their infantry to counter your cavalry, especially with polearm formations this can provide a real challenge to overcome for your units. - cavalry movement: Cavalry will no longer get stuck behind silly things like trees and I improved the steering and movement speed of all cavalry for a more realistic battle experience.
I am excited to see your feedback on this new update!
Full Changelog
Improve AI infantry tactics against cavalry
Improve cavalry pathfinding
Increase time of battle AI archer phase when executed
add Middelburch
Add Voerne
Add Haerlem
Add Woerden
Add sconhoven
Set use english naming enabled by default
Show notification if officer gained a level during battle
Show notification when officer has died in battle
Add new realism mode images
Rewrite settlement connection algorithm
Redesign quick battle and campaign menu's
Add new main menu background
Add tooltip with public order specification
Add tooltip with settlement income specification
Correctly update player income info on campaign UI
Adjust cavalry speed
make campaign AI more aggressive
Update menu graphics
Add performance menu option for horse footprints: disabled by default
Add footprints to all cavalry as ultra setting
Player earns xp for commanded formation when making kills
Improve campaign AI recruitment
Slightly increase chainmail base health
Rebalance weapon damage values for some units
Allow palyer to freely place ladder in campaign based on ladders built
Add ability to accept level 5 militia officer into knighthood when he has at least 8 loyalty
Add unit history log to unit detail screen
When a horse rears it knocks back nearby units
Show town heraldry on militia units during battle
Show town heraldry on settlement flag
Add options to play as faction leader or commander in quick battles
Add campaign performance options
Adjust AI building behavior to new system
Remove global player level system
Show officer equipment in unit detail screen
Tie policy names to use english naming setting
Increase settlement population scale
When officer dies in battle, replace with new officer, reset leveling progress
Make enemy faction leader harder to kill
Show unit rank and faction leader status on units cards
Show rank and faction leader status in unit detail panel
Only attackers can wait for night when starting battle
AI sometimes waits for night when attacking player based on army composition
Increase allowed characters during renaming to 18
Add identifier to units with their origin
Add town related heraldry to all units during campaign
Simplify unit cost
Simplify unit recruitment
Rename some stuff back to english for easier readability of interface
Show traveling units between settlements on campaign map
Show icon on settlement flag when an officer has low loyalty
Add officer assassination system, replace officer with new officer with higher loyalty
Loyalty gives morale boost or penalty when really high or really low
Add officer loyalty system: officer will gain and lose loyalty based on actions during campaign, this is visible in unit log
Add resource indicator for stockpile modifier to building info tooltip
Unifiy all icons used for silver pennies
Player can't run anymore when he has taken too much permanent arrow damage
Settlements get +1 public order when connected to a friendly settlement with a high public order
Add ministerial foot soldier unit
Add some extra deploy strategies for AI armies
Increase range in which player can't mount horse with enemies nearby
Add hover effect to various campaign UI elements
Increase stockpile size per upgrade level, simplify stockpile
Add unique flag for building types
restructure all building upgrade trees
All settlements have specific biomes with building slots based on landscape
Implement slot based building upgrades
Bind couch lance button to left mouse by default
Rebalance unit XP gain
Redesign settlement management UI
Make summer sky color more realistic
Add fire effect to settlements under siege
Add recommended settings button to realism mode select
Buildings get damaged during sieges and will need to be repaired
Decrease overall size of campaign clouds
Change look of campaign map
Remove oversized rivers and replace with smaller rivers on campaign map
Make high end feudal units rare and more expensive
Tweak starting condition difficulty values
Decrease chance AI commander will build a trebuchet
Change name of 'defensive' quick battle army style to 'ranged'
Add truce between Utrecht and Holland at campaign start
Fix skirmish battles sometimes not spawning units
Fix skirmish menu state widget
Fix turn delay when checking if castle can still be under siege
Fix AI building trebuchets when not having required buildings
Fix units stalling when charging during a siege
Fix officers of initial garrison having wrong culture
Fix player health when dismounting
Fix reinforcement box location in attack dialog
Fix defense screen to battle loading screen Z-index
Fix being able to capture enemy faction leader after defensive victory
Fix campaign AI still constructing buildings when under siege
Fix formation data being scrambled in some edge cases
Fix 4 infantry and one cavalry AI unit deployment
Fix 4 cavalry and one infantry unit deployment
Fix hit arrows dissapearing after mounting/dismounting horse
Fix player sieging self during campaign in some extreme cases
Fix crash related to missing player index during campaign
Fix not being able to siege settlement after defense
Fix reinforcement spawn location in Alcmare
Fix bug causing wrong faction leader to be placed in settlement
Fix player being able to mount horse in sally out battle
Patch notes September 23rd 2023
Changelog
Add 3d clouds to campaign map
Add info to settlement dialog about who is sieging the settlement
Rebellions can't start in castle settlements anymore
Tweak dense unit formations outside of siege battles
Add some safety measures to loops at the start of siege battles to prevent CPU stalls
Halt food production during winter instead of summer
Fix proxy player not dying
Fix AI producing units in settlements under siege
Fix units turning left and right really fast
Fix crash when player is attacked during a siege
Fix annexate and assasination options staying greyed out when meeting the requirements
Fix occupy empty settlement logic and UI
Fix player spawning on horse during sally out battles
Fix not being able to open settlement menu after accepting surrender
Fix not being able to build ladders when stormram is built